Are you able to create a cut-down duplicate project that removes all but a test scene that demonstrates the problem? I think me seeing it for myself is going to be the only way that I can solve this, since what I'm seeing here all looks fine.
If y…
* Yes
* Yes. When a save game file is loaded, only variables for which data is found are updated. Variables that did not have their data stored in the save file will be unaffected.
* Provided that the old variables remain as they were (i.e. same t…
Typically this is the behaviour you'd want - changes made to a Variables component should be persistent for the game, just as with any other e.g. Local variable.
You can prevent this from happening, however, by removing its Remember Variables compo…
I don't experience any strange motion myself, but certainly the "anti gliding" effect won't be possible when controlling the character's motion through Timeline.
Do note, though, that for the Character Animation 2D Track to work correctly…
Any menu property - and Manager field - can be altered through script, and often this is more appropriate than an Action since the field you want to alter may be very specific / rarely used by others.
Right-click on the option's label and you'll ge…
Though the Sorting Map is typically only used "top to bottom" and in 2D scenes, it is possible to use in 3D and at different angles.
When rotated, the different "areas" are also rotated - just like the outward red lines in your …
I try to avoid announcing future plans, as they are subject to change.
If there is a particular feature you would like to be considered though, please share!
The logic sounds correct, but you'll need to make sure that the Variable is linked to Options Data - so that it's value is based on the user's Profile and not on any specific save game files.
See the Manual's "Variable linking" and "…
Thanks for the clarifications.
If the same prefabs work in a new test game - is this test game in a fresh project, or a new "game" created by the wizard in the same project?
Do note that the component does require that the Menu is regist…
A Sorting Map can be used to dynamically alter a character's speed, but this is currently tied to the character's size/scale as well. I'll see if these two properties can be made independent, so that only the speed can be controlled.
In 2D or 3D?
If you're using Unity Navigation for pathfinding, then you can create holes in the NavMesh using the NavMeshObstacle component.
Checking Carve will carve a hole into the NavMesh itself - otherwise, you'll likely want to attach NavMes…
Animation and motion are separate - are you looking to slow their velocity, or the playback of animation?
A script to alter the walk/run speed based on the floor's angle can be found on the wiki: https://adventure-creator.fandom.com/wiki/Changing_c…
Thanks for the details, though I'll still need to see screens comparing the state of Hotspots when they work vs don't.
PlayerPrefs will be created when a game is first run regardless of saving. Does the issue remain the same if you avoid auto-savi…
Can you share a screenshot of your Player's full Inspector?
The "Only move when sprite changes?" option would create an issue in hindsight - since this requires the sprite to change before movement can occur. At the very least this shoul…
No problem. While AC does aim to be as accessible as it can be to newcomers, it does need a general understanding of Unity's core concepts.
If you're just getting started with both AC and Unity, I'd recommend following the 2D tutorial, as it's gea…
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You can use it in that the speech line will play, but it won't be "attached" to the character, which does have to be present.
In this case, the only difference is that their name does not appear - but if you were to have speech au…
Thanks for the details.
It's not so noticeable on my end, so I'll need a bit of feedback. As a test - please open up the FirstPersonCamera script and replace line 214 with:
actualTilt += increase * sensitivity.y;
Does the solve the issue?
Recreated - though it actually occurs for me with all Buttons, not just those limited to this scenario.
I'll make some tweaks to the way menu input is handled on touch-screen in the form of a "touch down vs touch up" option for menu inter…